In Class | Metahuman
This week we used the scan that Serra did of Donatella and imported it into Unreal engine. We used the plugin Metahuman in Unreal to rig the face. This was my first time using Unreal Engine and found the interface difficult to navigate.
After that we sort of exported the face to Metahuman.

This was the scan in MetaHuman. From here we could adjust the face in multiple ways, the skin colour, size and shape of the features, the hair etc.

After, doing loads of changes some how my scan looked completely different

I even went in a adjusted the makeup.

Reflections
This was another fun exercise and a great was to get hyper realistic models. Again, I love modelling, and after this experience I’ve had with modelling for the collaborative project I would like to try modelling people and would like to learn more in ZBrush.
Modelling Tombstone
After learning my mistakes from before, I made sure that I saved lots of different versions of the model. My instructions were to create a tablet and have the name of the area, I started with Minar-e-Pakistan.
I started by importing on of the tombstones into ZBrush. I used loads of different brushes, Planar, noise etc to start sculpting and creating a more organic feel to it.


I found many specialist brushes perfect for creating a rock patterns. I used a Mallet brush to subtract alot of the mesh at the front then used a noise brush to make it look like wore broken stone.
After working out how to create an Alpha on the last model. I knew it wouldn’t be too difficult to work out the lettering. I studied lots of images of tablets like the one below. I liked the way the stone was crumbling away from the surface.

Photoshop
To make the alpha it was a bit of trial and error. I found a font that I thought would look like then pressed into the mesh. I liked this one below. I selected a black background and white text. In hinsight, knowing what I know now, I think I should have done it the opposite way maybe. Usually with an alpha, the dark areas are the low points and the lighter area the high points. But I knew I could change the settings in ZBrush and make is subtract.

I save that image in photoshop as a JPEG and went back into ZBrush.
ZBrush
I imported the alpha into ZBrush and when I first used it with the add properties, it lifted the mess. So then I chose subtract and it pressed into the mesh, however, when I did this, the letters appeared backwards! I needed to go back into Photoshop a reverse the words.

Back in Photoshop
I saved the document so it was just a case of going back in to Photoshop and reversing the layer so the letters appeared backwards. I exported it as a JPEG.

ZBrush
I then stamped the new alpha on the mesh and it looked like the image below.
I then went on the doing UVs. I felt as though I had got the hang of it now. I repeated the process I did with the Obelisk. I duplicated the mesh, reduced the mesh count, UVs, then increased the count so that the original mesh could project onto the new mesh, then I exported.

Maya
Again, I was worried that it didn’t work so tested the mesh in Maya and utilised the normal and displacement maps. I rendered it in Arnold and was actually really happy with the results.

Feedback from my group
My group liked it., however… Shizra as the one in charge of the concept, didn’t want the words anymore. I had to redo the UVs but that was about it because I had learnt my lesson and had many saved versions



These stones were not used in the end for the final project. I was a bit gutted because it was quite alot of work that I had out into it but it was all still worth it as it was valuable practice that I needed. Also, it was a feeling that I needed to get use to when I started working and had clients.


Reflections
I am really happy with the outcome and feel as though, although I need more practice, I still am quite proud of what I’ve achieved using ZBrush. I am really starting to like the software and feel less intimidated by the interface. As I said though, I need a lot of practice and in hindsight the sculptures, with more practice and guidance could look better. I would also like to explore, when I have more time, adding materials using Substance Painter.